Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the cordon tool. The cordon tool defines a rectangular
// volume that acts as a visibility filter. Only objects that intersect
// the cordon are rendered in the views. When saving the MAP file while
// the cordon tool is active, only brushes that intersect the cordon
// bounds are saved. The cordon box is replaced by brushes in order to
// seal the map.
//
//=============================================================================//
#include "stdafx.h"
#include "ChunkFile.h"
#include "ToolCordon.h"
#include "History.h"
#include "GlobalFunctions.h"
#include "MainFrm.h"
#include "MapDoc.h"
#include "MapDefs.h"
#include "MapSolid.h"
#include "MapView2D.h"
#include "MapView3D.h"
#include "MapWorld.h"
#include "StatusBarIDs.h"
#include "ToolManager.h"
#include "Options.h"
#include "WorldSize.h"
#include "vgui/Cursor.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
Cordon3D::Cordon3D(void)
{
SetDrawColors(RGB(0, 255, 255), RGB(255, 0, 0));
}
//-----------------------------------------------------------------------------
// Purpose: Called when the tool is activated.
// Input : eOldTool - The ID of the previously active tool.
//-----------------------------------------------------------------------------
void Cordon3D::OnActivate()
{
if (!IsActiveTool())
{
Vector mins,maxs;
m_pDocument->GetCordon( mins, maxs );
SetBounds( mins,maxs );
m_bEmpty = !IsValidBox();
EnableHandles( true );
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles left mouse button down events in the 2D view.
// Input : Per CWnd::OnLButtonDown.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Cordon3D::OnLMouseDown2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
Tool3D::OnLMouseDown2D(pView, nFlags, vPoint);
Vector vecWorld;
pView->ClientToWorld(vecWorld, vPoint);
unsigned int uConstraints = GetConstraints( nFlags );
if ( HitTest(pView, vPoint, true) )
{
StartTranslation( pView, vPoint, m_LastHitTestHandle );
}
else
{
// getvisiblepoint fills in any coord that's still set to COORD_NOTINIT:
vecWorld[pView->axThird] = COORD_NOTINIT;
m_pDocument->GetBestVisiblePoint(vecWorld);
// snap starting position to grid
if ( uConstraints & constrainSnap )
m_pDocument->Snap(vecWorld,uConstraints);
StartNew( pView, vPoint, vecWorld, Vector(0,0,0) );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles left mouse button up events in the 2D view.
// Input : Per CWnd::OnLButtonUp.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Cordon3D::OnLMouseUp2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
Tool3D::OnLMouseUp2D(pView, nFlags, vPoint) ;
if ( IsTranslating() )
{
FinishTranslation( true );
m_pDocument->SetCordon( bmins, bmaxs );
}
m_pDocument->UpdateStatusbar();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles mouse move events in the 2D view.
// Input : Per CWnd::OnMouseMove.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Cordon3D::OnMouseMove2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
vgui::HCursor hCursor = vgui::dc_arrow;
Tool3D::OnMouseMove2D(pView, nFlags, vPoint) ;
unsigned int uConstraints = GetConstraints( nFlags );
// Convert to world coords.
Vector vecWorld;
pView->ClientToWorld(vecWorld, vPoint);
// Update status bar position display.
//
char szBuf[128];
m_pDocument->Snap(vecWorld,uConstraints);
sprintf(szBuf, " @%.0f, %.0f ", vecWorld[pView->axHorz], vecWorld[pView->axVert]);
SetStatusText(SBI_COORDS, szBuf);
if ( IsTranslating() )
{
// cursor is cross here
Tool3D::UpdateTranslation( pView, vPoint, uConstraints );
hCursor = vgui::dc_none;
}
else if ( HitTest(pView, vPoint, true) )
{
hCursor = UpdateCursor( pView, m_LastHitTestHandle, m_TranslateMode );
}
if ( hCursor != vgui::dc_none )
pView->SetCursor( hCursor );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles the escape key in the 2D or 3D views.
//-----------------------------------------------------------------------------
void Cordon3D::OnEscape(void)
{
if ( IsTranslating() )
{
FinishTranslation( false );
}
else
{
m_pDocument->GetTools()->SetTool(TOOL_POINTER);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
bool Cordon3D::OnKeyDown2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags)
{
if (nChar == VK_ESCAPE)
{
OnEscape();
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
bool Cordon3D::OnKeyDown3D(CMapView3D *pView, UINT nChar, UINT nRepCnt, UINT nFlags)
{
if (nChar == VK_ESCAPE)
{
OnEscape();
return true;
}
return false;
}